void CCinematicInput::UpdateWeapons()
{
	CWeapon* pPrimaryWeapon = GetWeapon(eWeapon_Primary);
	CWeapon* pSecondaryWeapon = GetWeapon(eWeapon_Secondary);

	const bool doUpdate = (pPrimaryWeapon != NULL) || (pSecondaryWeapon != NULL);
	if (doUpdate)
	{
		const CCamera& camera = gEnv->pSystem->GetViewCamera();

		const Vec3 viewPosition  = camera.GetPosition();
		const Vec3 viewDirection = camera.GetViewdir();

		// Update raycast
		if (m_aimingRayID == 0)
		{
			IEntity *pIgnoredEntity = gEnv->pEntitySystem->GetEntity(m_weapons[eWeapon_Primary].m_parentId);
			IEntity *pIgnoredEntity2 = gEnv->pEntitySystem->GetEntity(m_weapons[eWeapon_Secondary].m_parentId);
			int ignoreCount = 0;
			IPhysicalEntity *pIgnoredEntityPhysics[2] = { NULL, NULL };
			if (pIgnoredEntity)
			{
				pIgnoredEntityPhysics[ignoreCount] = pIgnoredEntity->GetPhysics();
				ignoreCount += pIgnoredEntityPhysics[ignoreCount] ? 1 : 0;
			}
			if (pIgnoredEntity2 && (pIgnoredEntity2 != pIgnoredEntity))
			{
				pIgnoredEntityPhysics[ignoreCount] = pIgnoredEntity2->GetPhysics();
				ignoreCount += pIgnoredEntityPhysics[ignoreCount] ? 1 : 0;
			}

			m_aimingRayID = g_pGame->GetRayCaster().Queue(
				RayCastRequest::HighestPriority,
				RayCastRequest(viewPosition, viewDirection * CINEMATIC_INPUT_MAX_AIM_DISTANCE,
				ent_all|ent_water,
				rwi_stop_at_pierceable|rwi_ignore_back_faces,
				pIgnoredEntityPhysics,
				ignoreCount),
				functor(*this, &CCinematicInput::OnRayCastDataReceived));
		}

		// Update weapon orientation
		const Vec3 aimTargetPosition = viewPosition + (viewDirection * m_aimingDistance);
		if (pPrimaryWeapon != NULL)
		{
			UpdateWeaponOrientation( pPrimaryWeapon->GetEntity(), aimTargetPosition );
		}

		if (pSecondaryWeapon != NULL)
		{
			UpdateWeaponOrientation( pSecondaryWeapon->GetEntity(), aimTargetPosition );
		}
	}
}
Beispiel #2
0
// IWeaponEventListener
//---------------------------------------
void CMiscAnnouncer::OnShoot(IWeapon *pWeapon, EntityId shooterId, EntityId ammoId, IEntityClass* pAmmoType, const Vec3 &pos, const Vec3 &dir, const Vec3 &vel)
{
	if(!ma_enabled || !AnnouncerRequired())
		return;

	CWeapon *pWeaponImpl = static_cast<CWeapon*>(pWeapon);
	IEntityClass *pWeaponEntityClass = pWeaponImpl->GetEntity()->GetClass();
	g_pGame->GetWeaponSystem()->GetWeaponAlias().UpdateClass(&pWeaponEntityClass);

	DbgLog("CMiscAnnouncer::OnShoot() pWeaponImpl=%s; shooter=%d; pAmmoType=%s", pWeaponImpl->GetEntity()->GetName(), g_pGame->GetGameRules()->GetEntityName(shooterId), pAmmoType->GetName());
	
	TWeaponFiredMap::iterator it = m_weaponFiredMap.find(pWeaponEntityClass);
	if(it != m_weaponFiredMap.end())
	{
		SOnWeaponFired &onWeaponFired = it->second;

		DbgLog("CMiscAnnouncer::OnShoot() has found the firing weaponClass in our weaponFiredMap. With announcement=%s", onWeaponFired.m_announcementName.c_str());

		// we only want to play the announcement once each game/round
		IActor *pClientActor = gEnv->pGame->GetIGameFramework()->GetClientActor();
		CGameRules *pGameRules = g_pGame->GetGameRules();
		int clientTeam = pGameRules->GetTeam(pClientActor->GetEntityId());
		int shooterTeam = pGameRules->GetTeam(shooterId);
		
		if (clientTeam == shooterTeam)
		{
			if (!onWeaponFired.m_havePlayedFriendly)
			{
				DbgLog("CMiscAnnouncer::OnShoot() we've not played this friendly annoucement already. Let's do it");
				CAnnouncer::GetInstance()->Announce(shooterId, onWeaponFired.m_announcementID, CAnnouncer::eAC_inGame);
			}
			else
			{
				DbgLog("CMiscAnnouncer::OnShoot() we've already played this friendly announcement. Not playing again");
			}
			onWeaponFired.m_havePlayedFriendly = true;
		}
		else
		{
			if (!onWeaponFired.m_havePlayedEnemy)
			{
				DbgLog("CMiscAnnouncer::OnShoot() we've not played this enemy announcement already. Let's do it");
				CAnnouncer::GetInstance()->Announce(shooterId, onWeaponFired.m_announcementID, CAnnouncer::eAC_inGame);
			}
			else
			{
				DbgLog("CMiscAnnouncer::OnShoot() we've already played this enemy announcement. Not playing again.");
			}
			onWeaponFired.m_havePlayedEnemy = true;
		}
	}
}
Beispiel #3
0
//------------------------------------------------------------------------
void CFireModePlugin_Reject::OnShoot()
{
	const SEffectParams& rejectEffect = m_pParams->rejectEffect;
	CWeapon* pWeapon = m_pOwnerFiremode->GetWeapon();

	const int slot = pWeapon->GetStats().fp ? 0 : 1;
	const bool doRejectEffect = (g_pGameCVars->i_rejecteffects != 0) && (!rejectEffect.effect[slot].empty());

	if (doRejectEffect)
	{
		//First check if we can skip/cull the effect (not for the local player)
		if (!pWeapon->IsOwnerClient())
		{
			const CCamera& camera = gEnv->p3DEngine->GetRenderingCamera();
			const Vec3 cameraPos = camera.GetPosition();
			const Vec3 effectPosition = pWeapon->GetWorldPos();

			const float fDist2 = (cameraPos-effectPosition).len2();

			// Too far, skip
			if (fDist2 > g_pGameCVars->g_rejectEffectCullDistance)			
			{
				return; 
			}

			// Not in the view ?
			if(g_pGameCVars->g_rejectEffectVisibilityCull)
			{
				Sphere emitterSphere(effectPosition, 2.0f);
				if(camera.IsSphereVisible_F(emitterSphere) == false)
				{
					return;
				}
			}
		}

		IParticleEffect* pParticleEffect = gEnv->pParticleManager->FindEffect(rejectEffect.effect[slot].c_str());

		if (m_shellFXSpeed == 0.0f)
		{
			
			if (pParticleEffect)
			{
				const ParticleParams& particleParams = pParticleEffect->GetParticleParams();
				m_shellFXSpeed = particleParams.fSpeed.GetMaxValue();
			}
		}
		const Vec3 shellDirection = pWeapon->GetSlotHelperRotation(slot, rejectEffect.helper[slot].c_str(), true).GetColumn1();
		const Vec3 shellVelocity = m_shellHelperVelocity + (shellDirection * m_shellFXSpeed);

		EntityEffects::SEffectSpawnParams spawnParams(ZERO, shellVelocity.GetNormalized(), rejectEffect.scale[slot], shellVelocity.GetLength(), false);
		EntityEffects::SpawnParticleWithEntity(pWeapon->GetEntity(), slot, pParticleEffect, rejectEffect.helper[slot].c_str(), spawnParams);
	}
}
Beispiel #4
0
	void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
	{
		if(eFE_Activate == event && IsPortActive(pActInfo,0))
		{
			IActor* pActor = GetActor(pActInfo);
			if (pActor == 0)
				return;

			CWeapon* pWeapon = static_cast<CWeapon*> (GetWeapon(pActor));
			bool bZoomed = false;
			if (pWeapon != 0)
			{
				const string& weaponClass = GetPortString(pActInfo, 1);
				if (weaponClass.empty() == true || weaponClass == pWeapon->GetEntity()->GetClass()->GetName())
				{
					bZoomed = pWeapon->IsZoomed();
				}
			}
			ActivateOutput(pActInfo, bZoomed ? 1 : 0, true);			
		}
	}
//-------------------------------------------
void CLaser::Update(SEntityUpdateContext& ctx, int slot)
{
	FUNCTION_PROFILER(GetISystem(), PROFILE_GAME);

	if((slot == eIUS_General) && m_laserBeam.IsLaserActivated())
	{
		RequireUpdate(eIUS_General);

		CWeapon* pParentWeapon = GetWeapon();
		if (pParentWeapon)
		{
			CActor* pOwnerActor = pParentWeapon->GetOwnerActor();
			Vec3 laserPos, laserDir;
			GetLaserPositionAndDirection(pParentWeapon, laserPos, laserDir);

			CLaserBeam::SLaserUpdateDesc laserUpdateDesc(laserPos, laserDir, ctx.fFrameTime, pParentWeapon->GetEntity()->IsHidden());
			laserUpdateDesc.m_weaponZoomed = pParentWeapon->IsZoomed() || pParentWeapon->IsZoomingInOrOut();

			m_laserBeam.UpdateLaser(laserUpdateDesc);
		}
	}
}
Beispiel #6
0
void CGameStateRecorder::OnGameplayEvent(IEntity *pEntity, const GameplayEvent &event)
{
	EntityId id;
	if(!pEntity || !(id = pEntity->GetId()))
	{
		GameWarning("TimeDemo:GameState::OnGamePlayEvent: Entity not found");
		return;
	}
	CActor *pActor = (CActor*)(gEnv->pGame->GetIGameFramework()->GetIActorSystem()->GetActor(id));
	if(!pActor)
	{
		GameWarning("TimeDemo:GameState::OnGamePlayEvent: Entity %s has no actor", pEntity->GetName());
		return;
	}

	GameplayEvent  event2 = event;
	event2.extra = 0;// event2 is the forwarded event, extra either will be not used by the listener or re-set as a string
	uint8 eType = event.event;

	bool bPlayer = (pActor->IsPlayer() && m_mode);
	if(bPlayer || m_mode==GPM_AllActors)
	{
		//items
		switch(eType)
		{
			case eGE_ItemPickedUp:
				{
					CheckInventory(pActor,0);//,*m_pRecordGameEventFtor);
				}
				break;

			case eGE_ItemDropped:
				{
					TItemName itemName = GetItemName(EntityId(event.extra));
					if(!itemName ) //if(itemIdx < 0)
						break;
					event2.description = itemName;
					SendGamePlayEvent(pEntity,event2);
					IEntity* pItemEntity = gEnv->pEntitySystem->FindEntityByName(itemName);
					if(!pItemEntity)
						break;
					IItem* pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pItemEntity->GetId());
					if(!pItem)
						break;

					IEntityClass* pItemClass = pItem->GetEntity()->GetClass();
					if(pItemClass && !strcmpi(pItemClass->GetName(),"SOCOM"))
					{
						IItem* pCurrentItem = pActor->GetCurrentItem();
						if(pCurrentItem)
						{
							IEntityClass* pCurrentItemClass = pCurrentItem->GetEntity()->GetClass();
							if(pCurrentItemClass && !strcmpi(pCurrentItemClass->GetName(),"SOCOM"))
							{
								GameplayEvent event3;
								event3.event = eGE_ItemSelected;
								TItemName itemName = GetItemName(pCurrentItem->GetEntity()->GetId());
								if(!itemName)
									break;
								event3.value = 0;
								event3.description = (const char*)itemName;
								SendGamePlayEvent(pEntity,event3);
							}
						}
					}
				}
				break;

			case eGE_WeaponFireModeChanged:
				{
					TItemName itemIdx = GetItemName(EntityId(event.extra));
					if(!itemIdx)//if(itemIdx < 0)
						break;
					event2.description = (const char*)itemIdx;
					SendGamePlayEvent(pEntity,event2);
				}
				break;

			case eGE_ItemSelected:
				{
					EntityId itemId = EntityId(event.extra);
					TItemName itemIdx = GetItemName(itemId);
					if(itemId && !itemIdx)
						break;
					event2.value = 0;
					event2.description = (const char*)itemIdx;
					SendGamePlayEvent(pEntity,event2);
				}
				break;

			case eGE_AttachedAccessory:
				{
					if(!IsGrenade(event.description)) // NOT OffHandGrenade
						SendGamePlayEvent(pEntity,event2);
				}
				break;

			case eGE_AmmoCount:
				{
					const char* itemIdx = event.description;
					if(!itemIdx)
						break;

					TGameStates::iterator itGS;
					/*if(pActor->IsPlayer())
						itGS = m_itSingleActorGameState;
					else */if(pActor->GetEntity())
						itGS = m_GameStates.find(pActor->GetEntity()->GetId());
					else
						break;

					if(itGS == m_GameStates.end())
						break;

					SActorGameState& gstate = itGS->second;

					IEntity* pItemEntity = gEnv->pEntitySystem->FindEntityByName(itemIdx);
					if(!pItemEntity)
						break;
					IItem* pItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(pItemEntity->GetId());
					if(!pItem)
						break;

					CWeapon* pWeapon = (CWeapon*)(pItem->GetIWeapon());
					if(pWeapon && pWeapon->GetEntity())
					{
						TItemContainer::iterator it = gstate.Items.find(itemIdx);
						if(it==gstate.Items.end())
							break;
						SItemProperties& recItem = it->second;
						
						SWeaponAmmo weaponAmmo = pWeapon->GetFirstAmmo();
						bool bGrenade = false;
						if(!weaponAmmo.pAmmoClass)
						{
							// special case for grenades
							if(IsAmmoGrenade((const char*)(event.extra)))
							{
								weaponAmmo.pAmmoClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass((const char*)event.extra);
								weaponAmmo.count = (int)event.value;
								bGrenade = true;
							}
						}
						
						for(; weaponAmmo.pAmmoClass ; weaponAmmo = pWeapon->GetNextAmmo())
						{
							int ammoCount = weaponAmmo.count;
							const char* ammoClass;
							if(weaponAmmo.pAmmoClass && (ammoClass = weaponAmmo.pAmmoClass->GetName()))
							{
								TAmmoContainer& recAmmo = bGrenade? gstate.AmmoMags : recItem.Ammo;
								if(recAmmo.find(ammoClass) == recAmmo.end())
									recAmmo.insert(std::make_pair(ammoClass,0));
								if(ammoCount != recAmmo[ammoClass])
								{
									event2.event = eGE_AmmoCount;
									event2.value = (float)ammoCount;
									if(event2.value < 0)
										event2.value = 0;
									event2.extra = (void*)ammoClass;
									event2.description = (const char*)itemIdx;
									SendGamePlayEvent(pEntity,event2);
								}
							}
						}
					}

				}
				break;

			case eGE_EntityGrabbed:
				{
					EntityId entityId = EntityId(event.extra);
					IEntity * pGrabbedEntity = gEnv->pEntitySystem->GetEntity(entityId);
					if(pGrabbedEntity)
					{
						event2.description = pGrabbedEntity->GetName();
						SendGamePlayEvent(pEntity,event2);
					}
				}
				break;

			case eGE_WeaponReload:
			case eGE_ZoomedIn:
			case eGE_ZoomedOut:			
			case eGE_HealthChanged:
			case eGE_ItemExchanged:
				SendGamePlayEvent(pEntity,event2);
				break;

			default:
				break;
		}

	}
}
Beispiel #7
0
void CGameStateRecorder::DumpWholeGameState(const CActor* pActor)
{
	GameplayEvent event;
	IEntity* pEntity = pActor->GetEntity();
	
	// health
	float health = (float)pActor->GetHealth();
	event.event = eGE_HealthChanged;
	event.value = health;
	SendGamePlayEvent(pEntity,event);
	
	// Inventory
	CInventory *pInventory = (CInventory*)(pActor->GetInventory());
	if(!pInventory)
		return;

	int count = pInventory->GetCount();
	for(int i=0; i<count; ++i)
	{
		EntityId itemId = pInventory->GetItem(i);
		
		CItem* pItem=NULL;
		TItemName itemName = GetItemName(itemId,&pItem);
		if(pItem && itemName)	
		{
			event.event = eGE_ItemPickedUp;
			event.description = itemName;
			SendGamePlayEvent(pEntity,event);

			if(pActor->GetCurrentItem() == pItem)
			{
				event.event = eGE_ItemSelected;
				event.description = itemName;
				event.value = 1; // for initialization
				SendGamePlayEvent(pEntity,event);
			}
			
			CWeapon* pWeapon = (CWeapon*)(pItem->GetIWeapon());
			if(pWeapon)
			{
				IEntityClass* pItemClass = pWeapon->GetEntity()->GetClass();
				if(pItemClass && !strcmpi(pItemClass->GetName(),"binoculars"))
					continue; // no fire mode or ammo recorded for binocular (which is a weapon)

				// fire mode
				int fireModeIdx = pWeapon->GetCurrentFireMode();

				event.event = eGE_WeaponFireModeChanged;
				event.value = (float)fireModeIdx;
				event.description = itemName;
				SendGamePlayEvent(pEntity,event);
				// count ammo
				for(SWeaponAmmo weaponAmmo = pWeapon->GetFirstAmmo(); weaponAmmo.pAmmoClass ; weaponAmmo = pWeapon->GetNextAmmo())
				{
					const char* ammoClass;
					if(weaponAmmo.pAmmoClass && (ammoClass = weaponAmmo.pAmmoClass->GetName()))
					{
						event.event = eGE_AmmoCount;
						event.value = (float)weaponAmmo.count;
						event.extra = (void*)ammoClass;
						event.description = (const char*)itemName;
						SendGamePlayEvent(pEntity,event);
					}
				}
			}
		}
	}

	count = pInventory->GetAccessoryCount();

	for(int i=0; i< count; i++)
	{
		const char* accessory = pInventory->GetAccessory(i);
		if(accessory && strlen(accessory))	
		{
			IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(accessory);
			if(pClass)
			{
				TItemName classItem = pClass->GetName();
				event.event = eGE_AccessoryPickedUp;
				//event.value = classIdx;
				event.description = classItem;
				SendGamePlayEvent(pEntity,event);
			}
		}
	}

	int nInvAmmo = pInventory->GetAmmoPackCount();
	pInventory->AmmoIteratorFirst();
	for(int j=0 ; !pInventory->AmmoIteratorEnd(); j++, pInventory->AmmoIteratorNext())
	{
		const IEntityClass* pAmmoClass = pInventory->AmmoIteratorGetClass();
		if(pAmmoClass)
		{
			const char* ammoClassName = pAmmoClass->GetName();
			int ammoCount = pInventory->AmmoIteratorGetCount();
			GameplayEvent event;
			event.event = eGE_AmmoPickedUp;
			event.description = ammoClassName;
			event.value = (float)ammoCount;
			SendGamePlayEvent(pEntity,event);
		}
	}

}
Beispiel #8
0
int CScriptBind_Weapon::AttachAccessoryPlaceHolder(IFunctionHandler *pH, SmartScriptTable accessory, bool attach)
{
	CWeapon *pWeapon = GetWeapon(pH);
	if (!pWeapon)
		return pH->EndFunction();

	const char *accessoryName;
	accessory->GetValue("class", accessoryName);
	ScriptHandle id;
	accessory->GetValue("id", id);
	
	EntityId entId = (EntityId)id.n;
	//CryLogAlways("id = %d", entId);
	IEntity *attachment = gEnv->pEntitySystem->GetEntity(entId);
	

	if (accessoryName)
	{
		//CryLogAlways("got name: %s", accessoryName);
		if (pWeapon->GetAccessoryPlaceHolder(accessoryName))
		{
			//CryLogAlways("found accessory place holder");
			pWeapon->AttachAccessoryPlaceHolder(accessoryName, attach);
		}
		else
		{
			//CryLogAlways("accessory place holder not found");
			CActor *pActor = pWeapon->GetOwnerActor();
			IEntity *wep = pWeapon->GetEntity();
			//IGameObject *pGameObject = pWeapon->GetOwnerActor()->GetGameObject();
			IInventory *pInventory = pActor->GetInventory();
			if (pInventory)
			{
				//CryLogAlways("found inventory");
				if (attachment)
				{
					if (pInventory->FindItem(entId) != -1)
					{
						//CryLogAlways("found attachment in inventory already...");
					}
					else
					{
						//CryLogAlways("attachment not found in inventory, adding...");
					}
					//CryLogAlways("found attachment");
					
					
					//attachment->DetachThis(0);
					//attachment->SetParentId(0);
					//CItem *t = (CItem *)attachment;
					//t->SetParentId(0);
					//pWeapon->GetEntity()->AttachChild(attachment, false)
					pInventory->AddItem(attachment->GetId());
					//for (int i = 0; i < wep->GetChildCount(); i++)
					//{
					//	IEntity *cur = wep->GetChild(i);
					//	CryLogAlways("none of these should be %s", attachment->GetName());
					//	CryLogAlways(" %s", cur->GetName());
					//}
					pWeapon->AttachAccessoryPlaceHolder(accessoryName, attach);
					pInventory->RemoveItem(attachment->GetId());
					
				}
				else
				{
					//CryLogAlways("!attachment");
				}
			}
		}
		
	}
	return pH->EndFunction();
}
Beispiel #9
0
void CHUDCrosshair::UpdateCrosshair()
{
  IActor *pClientActor = g_pGame->GetIGameFramework()->GetClientActor();
	if(!pClientActor)
		return;

  int iNewFriendly = 0;

  if(pClientActor->GetLinkedVehicle())
  { 
    // JanM/MichaelR: 
    // Get status from the VehicleWeapon, which raycasts considering the necessary SkipEntities (in contrast to WorldQuery)
    // Julien: this is now done in MP as well
    iNewFriendly = g_pHUD->GetVehicleInterface()->GetFriendlyFire();
  }
  else
  {
    if(!gEnv->bMultiplayer)
    {
			CWeapon *pWeapon = g_pHUD->GetCurrentWeapon();
			if(pWeapon)
			{
				iNewFriendly = pWeapon->IsWeaponLowered() && pWeapon->IsPendingFireRequest();
				if(iNewFriendly && pWeapon->GetEntity()->GetClass() == CItem::sTACGunFleetClass)
					iNewFriendly = 0;
			}
			else{
				//Two handed pickups need the red X as well
				CPlayer *pPlayer= static_cast<CPlayer*>(pClientActor);
				if(CWeapon *pOffHand = static_cast<CWeapon*>(pPlayer->GetItemByClass(CItem::sOffHandClass)))
					iNewFriendly = pOffHand->IsWeaponLowered();
			}
    }
    else
    {
	    EntityId uiCenterId = pClientActor->GetGameObject()->GetWorldQuery()->GetLookAtEntityId();
			if(uiCenterId)
			{
				iNewFriendly = IsFriendlyEntity(gEnv->pEntitySystem->GetEntity(uiCenterId));
			}
    }
  }	

	// SNH: if player is carrying a claymore or mine, ask the weapon whether it is possible to place it currently
	//	(takes into account player speed / stance / aim direction).
	// So 'friendly' is a bit of a misnomer here, but we want the "don't/can't fire" crosshair...
	if(iNewFriendly != 1 && g_pHUD)
	{
		CWeapon *pWeapon = g_pHUD->GetCurrentWeapon();
		if(pWeapon)
		{
			static IEntityClass* pClaymoreClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("Claymore");
			static IEntityClass* pAVMineClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass("AVMine");
			IEntityClass* pClass = pWeapon->GetEntity()->GetClass();
			if(pClass == pClaymoreClass || pClass == pAVMineClass)
			{
				if(IFireMode* pfm = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode()))
				{
					if(!pfm->IsFiring())
						iNewFriendly = pWeapon->CanFire() ? 0 : 1;
				}
			}
		}
	}

	if(iNewFriendly != m_iFriendlyTarget)
	{
		m_iFriendlyTarget = iNewFriendly;
		//m_animCrossHair.Invoke("setFriendly", m_iFriendlyTarget);
		if(iNewFriendly)
			m_animFriendCross.SetVisible(true);
		else
			m_animFriendCross.SetVisible(false);
	}

	if(m_animInterActiveIcons.GetVisible())
	{
		m_bHideUseIconTemp = false;
		CItem *pItem = static_cast<CItem*>(pClientActor->GetCurrentItem());
		if(pItem)
		{
			IWeapon *pWeapon = pItem->GetIWeapon();
			if(pWeapon)
			{
				CItem::SStats stats = pItem->GetStats();
				if(stats.mounted && stats.used)
					m_bHideUseIconTemp = true;
			}
		}
		if(!m_bHideUseIconTemp)
		{
			EntityId offHandId = pClientActor->GetInventory()->GetItemByClass(CItem::sOffHandClass);
			IItem *pOffHandItem = g_pGame->GetIGameFramework()->GetIItemSystem()->GetItem(offHandId);
			if(pOffHandItem)
			{
				COffHand *pOffHand = static_cast<COffHand*>(pOffHandItem);
				uint32 offHandState = pOffHand->GetOffHandState();
				if(offHandState == eOHS_HOLDING_OBJECT || offHandState == eOHS_THROWING_OBJECT ||
					offHandState == eOHS_HOLDING_NPC || offHandState == eOHS_THROWING_NPC)
					m_bHideUseIconTemp = true;
			}
		}
	}
}